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AGDG Amateur Game Dev General

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Thread replies: 765
Thread images: 166

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> Next Jam: Comfy Jam
itch.io/jam/agdg-comfy-jam

> Play Demo Day 12!
itch.io/jam/agdg-demo-day-12

> Helpful links
Website: tools.aggydaggy.com
New Threads: >>>/vg/agdg
Archive: boards.fireden.net/vg/search/subject/agdg
AGDG Logo: pastebin.com/iafqz627 (embed)

> Previous Thread
>>166967057 (Cross-thread)

> Previous Demo Days
pastebin.com/KUSDs9vt (embed)

> Previous Jams
pastebin.com/8DFkkce3 (embed)

> Engines
Construct 2: scirra.com/construct2
GameMaker: yoyogames.com/gamemaker
Godot: godotengine.org
LÖVE: love2d.org
Source: https://developer.valvesoftware.com
UE4: unrealengine.com
Unity: unity3d.com

> Models/art/textures/sprites
opengameart.org
blender-models.com
mayang.com/textures

> Free audio
freesound.org/browse
incompetech.com/music
freemusicarchive.org
>>
Hello world
>>
>>167059425
aw heck i wanted the first post.
>>
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one more day, one more chance
>>
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hot fresh speedrunning tips ??
>>
If I clean the apartment and get my life together I will nodev for a day. What do.
>>
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>>167059793
have autism

https://www.youtube.com/watch?v=b56N17d4WnM
>>
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>>167059793
>that death screen
>>
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Gooble gobble one of us!
the Rect tool is fun
>>
>>167059958
he's not wrong

one day games will be about intrinsic reward again
>>
>>167060078
I like Lewis Longarm and his long arms as he walks. He don't give no shits.
>>
>>167060078
hahaha
>>
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>>167060078

>the one with the retarded leg
>>
>>167059518
Yuki is my waifu. Tonight I will make good progress for her.
>>
I want to make an MMO, where should I start?
>>
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>>167060078
>>
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>>167060365
>>
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>>167060078
neat
>>
>>167059793
Can you post the old gifs of you fighting the skull boss where he's going to take over the world for no FUCKING REASON
>>
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>>167034385
>>167035037
>>167037921
Here. Now give me my artguy shekels
>>
>>167060365
I'm sorry to say this, anon, but Haruhi is an overrated piece of garbage. Yuki is fine though, but she ended up in the wrong crowd.
>>
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ALL GLORY TO THE GURU DEV
>>
>>167060886
I'm sorry to say this, anon, but your opinion is wrong and Haruhi is a great series.
>>
>>167060449
With an idea
>>
>>167060449
start by looking at the 99.9% failure rate and realize that you're a dumbass
>>
>>167059958
that moment you realize you have wasted your goddamn life and it's caught on camera
>>
>>167060449
Separate your game into a client and server, all together, with movement prediction and yadda yadda, simulated latency. Then separate them via a protocol into two actual executables and add the TCP/UDP stuff.
>>
>>167061153
it was glorious. true kino
>>
>>167061220
wow that sounds hard. how do you do that in rpgmaker?
>>
>>167060449
1999
>>
>>167061421
was he trolling when he claimed to beat the record the one time he didn't stream the game?
>>
>>167061448
Very carefully.
>>
>>167060449
I'm sort of doing this, but really only for learning and stuff. It's probably a very bad idea if I ever wanted people to play it.
>>
If I animate for one body mesh, can I easily add armor to it later with the same animations?
>>
>>167061740
If you transfer the weights to the armor some how
>>
>>167061740
Yes, make the armor pieces children of their respective bones and it should be fine
>>
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>>167060856
Also, now that I look at >>167034385, I think you should take out that "move and stop" mechanic. It kinda ruins the point of choosing the right path at the right time.
Instead, I would make something like pic related, so that you have to time your movements to avoid hitting enemies in your way.
Looks like a cool mobile game, btw.
>>
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>>167062136
>>
>>167062274
More games should do this, right?
>>
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>>167060078
how did you do this
>>
>It's like X, but Y
>>
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>>167062795

>It's like [your favorite game] but good
>>
>>167062795
>X and Y are two obscure games that were only released in Japan
>>
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New poster here. Would a match-4 styled after Kirby's Avalanche work well in a 3D engine, or should I go for a 2D engine?
>>
>>167063160
>2D gameplay
>3D engine
For what purpose?
Really it depends on who does the art.
>>
Ayo
you talking to me cracker?
nah just kidding, you cool
>>
>>167063289
UE4 is easy to work with and a good learning tool.
>>
>>167063402
eat a dick, jermaine.
>>
>>167063471
2D libraries are trivial to work with if you aren't a shitter.
Dunno about your level of expertise though.
>>
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>>167060856
>instead of a random corner

to be fair, it's not random. top-left is where the eye always starts because that's how we read pages
>>
>>167063509
I'm >>167063160, but not >>167063471. I code for a living and my preferred language is C++. I do have some OpenGL background. Not sure where to go from there.
>>
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>>167062959
basically 90% of my ideas in a nutshell

is that bad?
>>
>>167063509
It's still a nice platform with a large community and a good way to learn some things before making other game designs. I'm a different UE4 person making a different project. Just saying they aren't making a stupid choice if their goal is learning, or if they have the art skills to really do a great job of 2d gameplay in 3d graphics.
>>
>tfw .Net dev
>tfw creeping on people with DateTime

"Where were you yesterday?

"umm what?"

"You think this is a fucking game?"

"Umm I'll just exit the program and restart it..."

>Write the time out and save it when the game closes.
>Do check to see if the user just restarted teh program.

"YOU THINK YOU CAN JUST RESTART BITCH?"

>Delete save files
>Write data into the alpha channels of .png assets to hide data

"You thought you could just "Re-Roll" your character? You thought you could just savescum? You thought those worlds just "Stopped Existing" because you deleted the save files... Anon the "game" has just begun."
>>
>>167063702
go to bed tobyfox
>>
>>167063059
>X and Y
>obscure

in what universe mate
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>>167063738
Toby's the kind of fucker I could see shitposting here.
>>
>want to post my progress on agdg
>scared people call me "who?" and tell me to fuck off
>>
>>167063510
that chart is so wrong
>>
>>167063702
Now try that again with coherence.
>>
>>167063803
whodevs are only people who come with nearly finished games to start shilling their greenlight/kickstarter/patreon whatever

or people who post only on recaps/demo days and don't participate in the community
>>
>>167063803
post some barebones thing first like a cube of some sort, then slowly show your game in subsequent posts as if it was progress
>>
>>167063803
I'm a who?

Don't fuck off, I'll be nice. Can't guarantee anyone else's behaviour of course.
>>
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>>167063803
You post your progress right now or I'm gonna kick your ass.
>>
>>167063892
>one week later
>"ok guys here's my greenlight"
>>
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>>167063510
That's true, but that changes when it comes to videogames.
In videogames, you don't read that way, but instead you have a "play area", and a "look area", which are usually near the center of the screen, not the corners.
The "play area" is where the inmediate action happens, and the "look area" is where you're looking at most of the time, since that's where you are going to be next.

Then again, most games (even some in this pic) just put GUI on the corners because sometimes it's hard to integrate it in the game's world, or it would occlude other important elements.
But in your game, it's perfectly doable, so I think it's the best option.

Also, putting it on the left corner would fuck up the balance of the image composition, so if you really want to go with corners, at least put score on the left, and objectives on the right.
>>
>>167064036
I'm not the anon making that game

yes, it doesn't always work, but I just wanted to point out that it's not "random" either
>>
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Rough animation outline for a Five-SeveN. No polishing/curve editor/camera work yet.

Gonna make the slide pull snappier, the mag in needs some work, and mess with the thumb hitting the mag release since the timing seems a bit off. Gonna speed it up a little as well.

Anything else?
>>
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>>167064179
Also here's the draw and lower for it.
>>
>>167064179
>>167064246

Animator-kun-senpai!

I wonder if you could teach me how to make melee animations.
>>
>>167063943
>one week later
wow, you could stretch it out to, like, 3-6 months at least
>>
>>167064179
>>167064246

You said before that you've worked on actual real games before doing animations.

What games are you referring to?
>>
>>167064416
wut

Most of the stuff I post has been for a popular mobile game (Bullet Force) but that's about it. Otherwise I'm currently animating for a WW2 game called "Our Ghosts of War" but I don't have any previous experience.

I only got into animation about a year ago.
>>
>>167064246
i wrote a poem for you, it's called loading:


you load it when you take it out

then you put it back

and take it out again

to load it once more

but it's already loaded

because you loaded it before

remember?
>>
>>167064516
I'll write you a poem

It's how my client wants it

it makes me mad too

but I get paid

so fuck you
>>
>>167064483
>I only got into animation about a year ago.
i remember you doing reloading animations a year ago.... have you been doing nothing but reloading animations?
>>
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>>167064602
Well I've been doing a shitload of client work so yes. I want to branch out and learn/practice character animation but I don't have the time since I have so much client work to do. As we speak I have a knife, M60, and the rest of that Five-SeveN to finish. For the WW2 game I have so many weapons to animate that I can't even list them all. For the WW2 game, here's one set of animations for one weapon. All of the weapons (seriously, 10 are modelled out, and much more are coming) will need all of these.

I'll be busy for a while.
>>
I'm thinking about taking ritalin to enhnace my dev performance, do any of you have any experience with it? I have a source where i can get it from, so i'm wondering if its worth it
>>
make frequent backups
>>
>>167064840
Seems like a bad itea to me senpai.
>>
>>167064754
well you're welcome back when you become a gamdev.
>>
>>167064932
>A contraption capable of flight? Are you shitting me da vinici? That is a terrible idea!
>>
>>167065027
Do we really need to have the art is gamedev discussion again?
>>
>>167065128
you're doing 3D animation contract work, that's not gamedev, you need to have a game to do gamdev
>>>/3/
>>
>>167064754
>>167065128

You're making money on this work I assume?

It's pretty much explicitly gamedev. Every game has people that work on it, doesn't mean they aren't making game.
>>
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>>167065228
They're for games, kys. Filtered.

>>167065282
Yeah I'm getting paid for it, as well as profit shares on some of the games I work on.
>>
>>167065327
>Amateur Game Development General
oh sorry let me change that for you
>Contract Worker General
alright you can post now, me and the gamedevs gonna be leaving though, have fun.
>>
>>167065327

Nice job bro, keep up the good work. Many are jelly of your literal job developing video games.
>>
>>167065401
I always wonder if it's the real gogem and he's just a retarded shitposter, or if everybody just puts his name on just make his look even more stupid
>>
TBS without a grid
>>
>>167065035
>Comparing "taking drugs because you're not good enough" to DaVinci creating machines.
You're very stupid already, I'm sure ritalin won't make you any worse
>>
>>167065438

>Warhammer 400000 Squad Command
>Divinity Original Sin
>Valkyria Chronicles
>Phantom Brave

gridless turn-based is actually something I'd like to make in the future
>>
>>167063510
>top-left is where the eye always starts because that's how we read pages
Not everywhere, my friend.
>>
RPG where you start at max level
>>
>>167066180
Any with a level 1 run? I'm going to have a level 1 run challenge available in my RPG and due to how damage works, you can still get through to the end without complete stat shutout, just gotta get good. That's the plan anyways.
>>
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finally got paths drawing, should be a lot less frustrating to move characters this way
>>
>>167066180
http://gematsu.com/2015/12/hero-must-die-system-introduction-trailer
>>
>>167066348
is it textured draw line where line segments connect the array of points given by unity path finding?
>>
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>>167066430
>five additional days to live.
>He’ll also gradually weaken, so you must decide how you’ll go about and who you’ll help during your limited life.

wow, this is kind of what I want for my game as my main character is suffering from high blood pressure, but with 1 year instead of 5 days
>>
>>167066720
nope i'm calculating the position of each dot, they are each an object with a quad and a dot texture
>>
>>167066781
Go for it, anon. It's a still rarely done niche. Make it and be successful.
>>
How do i make game if i have no drive to do it even though it's one of the few things i actually want?
The only time when i actually try is when trying to prove people wrong OR when trying to not let down another person.
And no none of you can help, none of you are of importance to me so what you say will have no effect sadly.
>>
>>167066781
Gib tips for making an action game pls
>>
>>167067032
jews
i mean juice
>>
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>>167066945
>And no none of you can help, none of you are of importance to me so what you say will have no effect sadly.

Then why bother asking? Here's a list of the tools I started learning how to use, which is pretty much everything you need to get into 1-man game-design:

>Sai (or preferred sketching tool)
>Gimp (or preferred advanced image editor)
>Blender
>Unity
>Audacity

If you don't know how to draw at all you can probably skip the first step, as it's mostly an artfag tool for sketching. Anything else should really be done in something like Gimp or Photoshop.
>>
>>167067149
Different anon here, isn't Audacity for editing? Or can you actually make music in it?
>>
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>>167067149
THOUSANDS OF YEARS AGO THAT ROBOT ON THE RIGHT TOTALLY LOOKS LIKE ME FROM THE THUMBNAIL ALONE
>>
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>>167067032
1. Work on the controls. Make sure it feels good.

"even if the game is good, it won't matter if the controls are bad. because the player can't get to that good part if he doesn't have the means to get there." (paraphrased quote from Shigeru Miyamoto)

2. think of your player abilities and think of your design for enemies. try to make it such that a player ability is designed to counter a specific enemy type (or types), or is useful in a specific situation (higher ground, bottleneck in the map, being surrounded, etc.).

make sure you give meaningful defensive abilities for the player because if not, the game will devolve to just spamming the attack button.

also helpful if you make it that abilities can be combined together in interesting ways
>>
>>167067443
That's a really good character design
>>
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>>167067443
GRIFFITH
>>
>>167067443
>Griffith put on the Berserker Armor
>>
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>>167067032
What do you mean "action game"?

I'd love to help but that's like saying "adventure game", way too vague friend.

>>167067215
Yeah it's for editing primarily. I was planning on using it to create synthesized robot voices, maybe even with my own voice recordings.

Any tips for legally free software that lets me actually make music for my game?

>>167067275
Pretty cool anon! That guy could fit right into my setting too, if I dirty him up a little.
>>
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>>167067443
>>
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>>167067512
>>167067542
>>167067768
ha! haven't thought of it that way

>>167067476
thanks
>>
>>167067894
>Guts armour on the Keeper of the Flame
>>
>>167067768
My sides.
>>
>>167067894

I'd keep his flame no homo if you know what I mean
>>
>>167063402
lol i'm gonna screencap this in case you ever become successful, ya racist
>>
>>167065327
>taking this long to filter googs
>>
>>167067625
you probably shouldn't use an adult swim character in your game
>>
>>167068965
What?
>>
>>167065435
There is no difference anyway.
>>
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finished implementing the first phase of passive skill tree. does the shape look good? how would you make it look better?
>>
are there any good lightweight alternatives for unity navmesh?

there is lots of gameobjects using navmesh in my game and its pretty heavy. i dont care if its free or not. i just need better solution than navmesh
>>
>>167069237
What's the theme of the game? Yours sort of looks like a circuit board, which could be a good thing to play up if it meets the aesthetic.
>>
How can I force myself to make a game?
>>
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>>167069472
good idea. the game is rather themeless at the moment so i could try something like that out. thanks for the idea anon
>>
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hahaha
>>
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>watching tutorials
>artist shows his desk
>poison action figure
>>
>>167069739
Poison is hot and there is nothing wrong with it
>>
https://www.youtube.com/watch?v=I8LbkfSSR58&list=PLbgaMIhjbmEnaH_LTkxLI7FMa2HsnawM_

Got recommended this, maybe useful for people here.
>>
>can't even bring myself to try minimal pixel limbs art
Man.
I really don't want to do art.
Fuck art.
>>
>>167069852
Use placeholders
>>
>>167069842
best trap
>>
>>167069842
Threadly reminder that Poison is originally a girl and the Westerners didn't want to have people punching women in the first place so they made her a trans only to just permanently replace the sprite with a guy for the original arcade game.

So yes you Westerners made her gay because you are gays.
>>
>>167069842
>>167069968
>mdw Poison doujin by Chinbotsu
>>
>>167070049
Those are truly the greatest doujins. Chinbotsu is god.
>>
>>167069994
My dick cannot take this news.

Can we do this more often?
>>
>>167069994
that makes no sense becaue chun li
>>
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>>167070174
>>167070049
>mfw I forgot I recently took a screencap of a Poison doujin by Chinbotsu I was "reading"
>>
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Guys, post music you listen to and inspires you while you dev away.

Personal favorite:
https://www.youtube.com/watch?v=krAHZIfk9YI
>>
>>167070326
https://www.youtube.com/watch?v=lrjondjCLEc
>>
>>167070326
While we're on the subject, does anyone know what "machine-like" beats like that is called? I've tried looking up multiple genres to try to find music with a similar "mechanic" feeling, but all I find is either trance, dubstep, heavy metal or something gaudy in between.
>>
>>167070326
secret garden
>>
>>167070326
https://www.youtube.com/watch?v=QwquipMpsiQ

because it sounds like something off Nier
>>
In GMS, I'm trying to make a string that gets input from an array whose size changes. Here's what I have that's not working at all:

newdisplaydesc = string(origdesc) + "## Loaded with: "
for (var s = 0; s <ds_list_size(namelist); s++){
list[s] = "#" +string(namelist[|s].name);
var len = string_length(newdisplaydesc);
string_insert(list[s],string(newdisplaydesc),len+1);
}

I was trying to use string_insert to continually add new strings depending on how long the array is, but it doesn't work. Any ideas?
>>
>>167070512
Sounds like industrial to me.

Give these a go:
https://www.youtube.com/watch?v=kLIi_ZMBfQs
https://www.youtube.co/watch?v=m1cRGVaJF7Y
https://www.youtube.com/watch?v=PJdt25fl9oI
https://www.youtube.com/watch?v=PhbZM0u_jpk
>>
Are there any mobile grand strategy games?
>>
>>167060078
YOU'RE ALIVE
>>
>>167070783
What's the output and input look like exactly? Do you essentially want a function that is
List[String] => List[String]
or one that is
List[String] => String.
I can't really tell, as the code you provide seems to conflict with what you described, as far as I can see. I don't know the specific details of GML.
>>
>>167070954
I'm planning out a CK like game where you play a mercenary band... So not grand stratergy at all actually.
>>
>>167071231
TaleWorlds is that you?
>>
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>>167069624
>tfw will have to re map the UVs to the new textures
Some fun hours await me! kill me
>>
>>167071193
The goal is for "newdisplaydesc" to basically become a string that holds a all of the names from "namelist".
>>
>>167071231
>>167071320

I want to make a simple grand strategy game like CK2 or Nobunaga portable or something.
>>
>>167068767
>t. autist
>>
>>167071392
So the second one.

var newDisplayDesc = "";
for(var i = 0; i < lengthOf(namelist) i++) {
newDisplayDesc = newDisplayDesc + nameList[i];
}
//newDisplayDesc is a concatenation of all descriptions.

replace the syntax and functions with real gml shit. Consider that just pseudocode
>>
>>167063402
>>167071352
the feet on your characters are just plain awful and I'm not talking about it in a sexual way
>>
>>167071553
So the rest is good? That's great. Thanks.
But seriously, I pay very little attention to that part so you're right.
>>
>>167065627
i really like Divinity's battle system. i'd like more gridless turn based systems like that in games
>>
>>167071643
Yeah, the rest is good, I like it and I'm not being sarcastic. It's just the hooves that bother me.
>>
>>167063702
i like this a lot
>>
>>167071535
Oh cool, yeah I pretty much have it working now. Thanks!
>>
>>167071740
Actually only the MC has the 'hooves' (and I made them like that on purpose, I think they look cute). Other characters have more 'standard-shaped' feet.
>>
>>167071735

I thought it was real-time with pause? Never played it
>>
Is speedrunning a good way for people to notice your game?
>>
>>167072026
nope. turn based action point system with no grid.
>>
>>167072026
nah, it's turn-based with action points system like the old Fallout, but without a grid.

haven't played it but judging from let's play videos, 1 meter of movement is 1 action point or something like that.
>>
>>167072059
>>167072076

Intelesting.
>>
should I watch shaun spaulding or heartbeast when starting out in gamemaker?
>>
>>167069237
Zachatronics is that you?
>>
>>167072227
Heartbeast effectively rips off Shaun, but presents it in an easy to understand, babby way for people who want it explained like they're 5 years old

I like him
>>
>>167072227
Spaulding. He has a good way of explaining things to an absolute beginner in a way that doesn't go over your head. Heartbeast has a tendency to not explain things well enough when you're just starting out and have no experience to figure things out on your own.
>>
>>167072227
Heartbeast is a great guy. I recommend him, I watched everything he did when learning GM:S and I spent a great time with him.

Never quite enjoyed Shaun, besides Shaun's videos are generally outdated in my opinion, although I recognize that people like Heartbeast etc were mainly inspired from him. Also my goal is a top/down game so Heartbeast fit better with me, Shaun is more sidescrollers.
>>
Daily reminder that only a healthy dev is a good dev.

- Exercise every 2-3days (Jogging, Swimming, Biking)

- Drink 3litres of water everyday instead of Soda

- No Junk/Fastfood

- Keep a healthy sleep-schedule or you will feel tired and progress will be impossible.
>>
>>167072227
>>167072341
I should add that I'm not saying to not watch Heartbeast. I just recommend getting that absolute basics from Shaun and then watching Heartbeast if he does stuff specific to what you want.
>>
>>167072227
If you go with Heartbeast, and you follow the "top down" tutorial, then be wary that he uses the inbuilt GM collision/physics system, which is super shitty.

His Spelunky rip-off tutorial implements a proper collision system
>>
>>167072227
Heartbeast is so cute. Cute!

>>167072398
Nice to see you healtyposter. I wish you'd get a cuter picture though
>>
When you're creating a mobile game, you have the layout of all the buttons done, how do you deal with different resolutions?
Do you order a fixed-resolution buttons from the artist? Do you program dynamically-scaled buttons?
Do the buttons need to be vector graphics?
>>
>>167072031
if you're willing to pander, why don't you pander to an audience that's been proven to be susceptible to pandering?

A-N-I-M-E

pander to A-N-I-M-E
>>
>>167072552

Anime vs Furries
>>
>>167072508
Probably?
To scale bitmap buttons, look into 9patch
>>
>>167072485
I agree with this, despite recommending him this is something that bothered me. I have a feeling that he himself wanted to learn about Box2D so he decided to go with this instead of using a proper collision system like he did for his other games like Cave Boy and his own game Grain War.

This is by the way something he's often doing, learning things through teaching us. Not that I mind though.
>>
>>167072508
I'd like to throw in the idea of having a button placement option so people can map the button location themselves if they need to.
>>
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Progress
>added overheat when energy hits 0
>flying without certain upgrade consumes energy (can be seen on enemy mecha)
>added shield sub weapon (might make it cost energy too)
>made the ejection animation bit better by adding one more frame
>>
What would be a good theme/premise for a gridless, turn-based strategy game?
>>
>>167072568
furry is what you pander to if you don't have the skill to pander to anime
>>
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>>167072398
I'm glad these reminders keep appearing in this thread. They are a great contribution to the discussion and hopefully as time goes on, more anons will understand the value of healthy lifestyle and its impact on dev.
>>
>>167072939
Time travellers try to take over the world in the past, in a time period like the Flintstones.

You start with cave men with clubs, and eventually get mind controlled raptors with lasers
>>
>>167072939
Make game about crusaders conquering Jerusalem
>>
>>167073195
>>167073270

I'm something sci-fi. Either that, or a dark souls inspired Icewind Dale type game.
>>
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>>167072398

Here, I just improved your picture x1000
>>
>>167072939
Demons fighting an invisible war with angels over the minds of humans in a major city, doing stuff like causing terror and deploying succubi.

An xcom-like bank robbery game where you have to keep your hostages in check and level up your robbers after each successful heist. Different operative classes are good at different things, like negotiating with police, intimidating hostages, or sneaking around.

FTL except turn-based.
>>
>>167073662

1) Shin Megami Tensei type game could be kinda neeto
2) That's a really cool idea
3) I'm already getting some ideas coming for something like this
>>
>>167072939
SHMUP except turn based.
>>
>>167074031
Already done.

www.siliconera.com/2016/12/31/next-jump-re-imagines-shmup-tactical-game/
>>
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Jesus getting this transition to work properly took a hell of a lot longer than I thought it would. Seems to be a theme with me lately.
>>
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collect hidden squirrel coins to unlock new parts to customize your Squirrel!
Demo/Greenlight coming this week probably
>>
>>167074146
there was also R-type strategy game so which came before that.
>>
>>167072903
Pretty damn neato. Mecha Metroidvania?
>>
>>167074195

why do they keep looking at their crotch
>>
>>167074195
textures look pretty good. why is he on fire and also >>167074265
>>
>>167074265

Suppose to be an idle animation where he's catching his breath. I'm gonna change it to something more normal though.

>>167074356
Thanks! It's an effect to let the user easily know which spell he has ready to use. In this case, a fire spell.
>>
>>167074205
I just have to say, every time I see anything you ever do I just shake my head at how badly you fuck up the design of all UI elements.
>>
>>167074538
at least he's consistent
>>
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>>167072939
you are the leader of an organization who is trying to prevent an impending end of the world.

your group's secret weapon is a time-travelling device which lets you go back to significant events in the past to alter the outcome of certain battles, in the hopes of nudging events away from the cataclysmic event.

this means your agents have to infiltrate certain groups, help them win, but at the same time, not let them know your true agenda.

it's also a convenient excuse as to why you can redo missions over and over in the game.

that's the premise but you could put it in a medieval fantasy or steampunk setting if you want (steampunk might be more appropriate given the time-traveling, and you could fashion your organization as a "Men-in-Black in steampunk").
>>
>>167074538
how about some feedback, What dont you like about it?
>>
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>>167074240
>Mecha Metroidvania?
Yep. You can customize your mecha (to some point) and even get out of it. The animations still needs some work (need better jump animation).

Though I could use the eject animation as jump (contra gets away with shooting while rolling in air so it could work)
>>
>>167075216
Please tell me your MC is a girl and not a girl(male).
>>
>>167075308
She's android girl, don't worry.
>>
>>167075216
Autism triggers everytime I see the gun and chain go through the floor of the deactivated robot.
>>
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>>167075216
>Metroid x Metal Warriors, with a dash of Contra
Fucking awesome.
>>
>>167075216
>>167075369
Great.
Oh and, I completely forgot to say that your game looks awesome and I always love to see your progress. Keep it up!
>>
Anyone know if you can get the actual collision point of a Collision Event in GML?
>>
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>>167074904
I'm not that anon but I'm willing to try
>sliders for colors
I get why games do this but it's awful for actually picking colors. please at least provide a textarea so you can just copy paste in hex colors
>modal selections
Those arrows on the side are tiny, and it's hard to tell exactly what your options are if you just have to spamclick. Icons would be much better, but failing that dropdowns are good

The amount of screen space that actually demos the stuff you've picked is tiny, at least compared to other character creators which do half UI, half demo. pic related.

Actually looking at it, the flow of your UI is wrong too. English speakers naturally go from left to right so generally speaking you should have input to the left, output on the right
>>
One thing RPGs often fuck up is having character creation at the start of the game. When you just plop down into the game, you have no idea what any of the mechanics are or what is good or bad.
>>
>>167075606
of course
>>
>>167074205
>>167074538
>>167075637

It looks fine, fuck off you edgy cunt.
>>
>>167075792

That's why, whenever I play an RPG, I like to make like 2-5 or even more starting characters and redo the tutorial/starting area over and over so I get some idea of what they actually are like. Character creation is half the fun of playing an RPG but I don't really know if there is any way to improve it. Putting it later in the game would only be good so people can save then reload to create and try out multiple different characters.

Only other idea I can think of is to just have some good 'preview' abilites and descriptions on whatever character choices you have. Like 'Fighter; Strong and Tough, gets fighting moves. Eventually gets to do edgy ultimate anime attack! And maybe show a preview of it or something.
>>
>>167074205
it has a kids show style, i like it
>>
>>167076017

Games need to be classless, or let you change class easily. Skyrim and Fallout 4 get a lot of flack for dumbing everything down but at least you can't fuck up in beyond race selection in Skyrim or SPECIAL selection in FO4.

Dragon's Dogma gives you a tutorial sneak peak of what the typical fighty class is before you make your character, so you know what you're getting into. (Although I hate the way the classes in DD give you specific stat points whenever you happen to level up while currently in that class)
>>
>>167076215

I disagree. Limiting classes works for some games. Especially a game that tries to emulate old school DnD, and especailly games that are all about adventuring WITH A GROUP of other characters like the first final fantasy. Naturally people will create a party based on what they think is a good mix, like a fighter, mage, healer and a wildcard. Then this works even better because you can go back on a second run and create meme parties like all fighters or all healers for fun.

Personally I really want to create a game that emulates old school DnD's playstyle; ie going through dungeons and fucking dying constantly. Darkest Dungeon is a pretty good example but you know what I mean.
>>
>>167076215
>>167076017

But it can really fucking suck when you plop yourself down with something like Pillars of Eternity, pick a class like monk and go "cool! I will be an evasive fast kang foo dude" only to discover your entire class ability list is based on tanking damage and building up wounds in combat
>>
>>167076394

That's the price for depth and character customization.
>>
>>167076375
There's no tabletop rules styled RPG vidya games in recent years that lets your main character die and get replaced
>>
>>167076394
>>167076495
How would you feel about, for example community integration? Like when creating a character you'd see a set of comments ingame about each class and a searchable list of builds?

My gut reaction is that ruins it, but for that to be true that means fucking up your character due to a lack of knowledge is part of the appeal
>>
>>167076513

I wouldn't even have a main character. Just make the game have a few regular recruitable characters instead. Go into the dungeon as a squad, get raped by minotaurs.

I do really like the idea of a game with a really brutal death and damage system; something like you get hit once and injuried, hit twice and you die. Some attacks can just kill you outright depending on your armor level. You would make the game turn based and make it more about 'protecting' areas of the battlefield, having a 'threat' zone where if you enter you get hurt. So the idea being is to catch your enemies with spells, ranged attacks, or brute force them into getting hit and killed.
>>
>>167076059
>>167075637
>>167075921
thanks. ill work on improving it and making character viewport larger
>>
>>167076765

Well, everyone tries to shoehorn in muh story and muh protagonist nowadays, as if roleplaying means "playing the role of some specific person doing the specific things the game designer wants you to do"
>>
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Comfy sailing dev here. Some anon in the last thread suggested I made some sort of 'pick up bottle of rum and drink from it' animation for the player character if you idle for a long time.
Now, I think it's a pretty nice idea. I was thinking of doing something similar where the player leaves the steering wheel, lays down on the back part of the ship and takes a nap (maybe even putting her hat over her face).

I have a doubt though: if you press a button (like to steer the ship, unfold the sails, etc) you will have to wait for the player to wake up, stand up and get back to the wheel before anything happens. Would that be frustrating?
I mean, the game is supposed to be slow and comfy, but I wonder if that would be annoying.
>>
>>167077749
Depends on how often the resting animation plays and how urgent doing things will be needed

If you go into rest mode whenever you idle for a little it may get annoying needing to get out of the animation constantly, on the other hand if you're comfy sailing and are suddenly closing in on land a bit too quick and need time to not fuck yourself up it could lead to frustration.

Other than those two things, it sounds great and you should totally do it
>>
>>167077749
If it only triggers after a long time, the person has already been waiting. And if they come back to the game after going away, they won't mind a get-up animation because they have to get into the game anyways.
Just don't make the get-up animation any longer than ~3 seconds.
>>
>>167066945
These posts where nodevs ask us how to wipe their own ass are the worst.

>mommy how do I be a functional human being and have will power? ;___;
>>
>>167078051
>>167078123
The 'napping' animation would only play after a while (like 10-15 seconds, maybe more) that you've been still, and only when the sails are folded, so it's not like you'd risk crashing into stuff because you were sleeping.
Thanks for the feedback.
>>
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How to into good arm-gun design?
>>
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>>167078168
or

>how do I do things that I want to do?
>how do I not be lazy?
>how do I think thoughts?
>i wish i could do all these things but ughh you know? just ugh
>>
>>167073009
I wish I had the skill to pander to anime
>>
>>167078168
>>167078371
I think just as bad are posts from devs that are like
>haven't deved in 3 weeks :( don't know what is wrong with me
>just thought you should know i'm a nodev now pls remember me though
>>
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How is this design? I'm trying to not make the design too complex because the game's using sprites.
>>
>>167078552
Pretty cool. Reminds me of the Xbox Live avatars.
>>
>>167078552
If you're using vector sprites that looks fine.
If you're planning to do pixel art and also plan to animate that character, you may as well kill yourself now and save yourself some stress.
>>
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>tfw using coroutines for everything
>>
>>167078168
to be fair motivation is partly genetic

so if you're lazy, you were possibly born that way.
>>
>>167078943
Smart man.
>>
>>167079102
People can lose their willpower through bad mental and physical health too. Like if we had everyone in the thread (who isn't already making progress) go for a short walk you would see progress posts start popping up just from that single walk.
>>
>anon sends a dumb tumblr ask with horrible english
>ignore it because asks sent as anon must appear on your devblog
>continue answering other sensible questions
>anon now spams me demanding i answer his question
>>
>>167078552
how about some pants
>>
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>>167078835

>he doesn't make pixel art by making a vector, rasterizing it, and resizing it over and over
>>
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>>167079102
>to be fair motivation is partly genetic

When will fatties stop using genetics as the scapegoat for all their problems?
>>
>>167079707
but no-one even brought up fatties
>>
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>>167079620
>>
>>167079813
I assumed you're fat because blaming genetics is fatty mentality.

If you're not fat then you're just a plain pussy, which one are you anon?
>>
>>167080094
i'm not even him you retard
>>
>>167080037
>prove to me that exercise improves mood and creativity
I don't think I care enough whether you believe a piece of common sense or not.
>>
>>167080128
Then you're an idiot for responding.
>>
>>167080189
>oh no somebody else responded to me on an anonymous imageboard!
>i thought this was a personal message box!
>>
>>167080170

Oh I'm not necessarily disagreeing with you.

But you haven't proven your statement. Citation fucking needed.
>>
>>167080264
>I'll respond to someone instead of the original guy he was replying to
>"wtf im not the same guy retard why did you assume that"

You're not just an idiot but plain autistic.
>>
>>167079707
>>167080094
You seem like a fag but I agree lazyness is not a genetic thing and that sounds like a fat person excuse.

We have seen some hilariously lazy "devs" come and go though who were not obese (the ones homo enough to post their pictures).
>>
>>167079625
pants were just gonna be almost pitch black anyways, so they weren't going to have any detail
>>
>>167080417
>i'm posting on an internet forum for the first time and i really had no idea that other people might comment on conversations
imbecile
>>
>>167080445
>We have seen some hilariously lazy "devs" come and go though who were not obese (the ones homo enough to post their pictures).

Of course, but there's a difference between being lazy and knowing it, and being lazy and blaming your genetics and saying there's nothing you can do about it.

Besides, being lazy can be a good thing sometimes, they say a good programmer is a lazy one, but that's assuming he's actually getting his job done. Laziness as in "finding the shortest way to a solution", and not in "not even bothering to find a solution".
>>
>>167080542
>I get immensely butthurt and take it very personal when I reply for someone else and that person assumes I was that guy. I really had no idea he might do that

Cretin
>>
>>167080689
we've been through this you dumbo
i have, for the standards of an anonymous imageboard, gently explained i am not the person you thought i am but then you started throwing an autistic fit
fuck off you waste of oxygen
>>
Newfag here. I want to make a visual novel, and since I've got experience with Unity and Gamemaker, for the dev side I should be fine, but I can't draw for shit. Should I just take the risk and learn to draw or look for a like-minded artist?
>>
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you have to be fucking retarded to be this delicious, you're begging to go extinct
>>
Any good Substance Designer tutorials you guys would recommend? At work right now just kinda dicking around with it and I'm so lost.
>>
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How would a remake of Gangsters organized crime be received in the century of Steam? Just finished This is the Police and it was quite fun and steamspy tells me it sold reasonably well.
>>
>>167080845
>you called me a retard
>i called you an idiot
>i'm the one throwing an "autistic fit"

Start breathing pal.
>>
>>167081538
to be honest you are the retard here
>>
>>167080875
>being a fleshcuck in 2017

lol
>>
>>167081691
nah you're just plain dumb
>>
>tfw to retarded to get Webm for Retards to work
>>
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>>167082597
try webm for super retards
>>
>>167082859
>>167082597
I fixed it, although I might actually be retarded.

also I have hyperautism
>>
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-->> P R O G R E E S S <<--

>Dynamic lights
>>Might or migh not keep them, if they end up too distracting

>Boldened font for readability

Gonna start working on loot spawns next.
>>
>>167080852
p-pls respond
>>
>>167080852
Please don't use Unity for a visual novel.
If you're looking to make a simple one you could even use something like WPF
>>
>>167083720
how easy is it to port wpf to consoles or mobile
>>
>>167060078
This is going to make so much money if you finish it.
>>
>>167083629
gamedev is multidiscipline so yes, learn to draw. it will be useful to you for the rest of your life.
>>
>>167083629
I recommend finding an artist unless you're willing to practice for months and months and make tons of assets (all of the different characters, poses, facial expressions, possibly different outfits) as well as handling all the writing/coding by yourself.
>>
>>167080852
Putting even drawing and coding aside, can you write? What's the VN even gonna be about?
>>
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>>167083903

Do 3D art lmao
>>
>used to think VNs were easy for anyone to make due to the minimal coding and tools like ren'py
>tfw you see VN creators struggle with even that
>>
>>167083793
I don't think WPF can do consoles. If it were me trying to do that, I would use Monogame, but I've never used Gamemaker so maybe that would be fine.
>>
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i don't know if this system is better than my old system
>>
Would you guys yell at me if I made a character a trap-like almost heal-slut? The main character is a tomboy and i want her brother to contrast her
>>
>>167084356

damn son this is shaping up
>>
>>167080852
what >>167084017 said. i tried to do a vn a long time ago and got decently far into it before i realized i had no writing skills. dont waste your time if you cant write well. practice that first.

>>167084040
making poses with 3d models and drawing over them isn't a terrible idea actually
>>
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>>167084356
old system
>>
>>167081257
>How would a remake of Gangsters organized crime be received in the century of Steam?

>Isometric turn based tactical games are having a strong PC resurgence thanks to xcom etc.
>Market for crime related tactics game is somehow almost entirely bare.
>Except for omerta that was really shit and left people wanting more.

If you could do better than pic related, you would make bank, I expect.
>>
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It's a paid game but the only way to beat it is to make other 3 people buy it.
>>
>>167064483
Oh nice man I've been following Our Ghosts of War since the concepting was posted on Polycount! It looks amazing, hope it lives up to how it looks
>>
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>>167072398
>start brainstorming a ton of ideas
>getting excited, start walking around and smiling
>walk to the kitchen and end up stuffing my face while thinking
>end up fucking eating everything

how do I stop this
>>
>>167084356
>i don't know if this system is better than my old system

Are you joking right now cunt? Any system that prevents the player having to mouse over individual items in a sea of items is a huge step up. I wish more top down shooters did what you're doing.
>>
>>167083857
>>167083903
I suppose I'll try to learn but look for an artist anyway.

>>167084017
>>167084454
I'm fairly confident with my writing skills but I'll work on that too.

Thanks for the advise
>>
>>167084521
Pokemon
>>
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I want my players to feel like they met God at the end of my game without resorting to generic Jesus or man-in-the-sky memes.

What's a good method?
>>
>>167084790
depends on your game and its themes
>>
>>167084559
You don't.
>>
>>167084367
As long as you just like make game.
>>
rebindable controls. woo
>>
>>167084790
can't be done
>>
>>167085159
glad to see helleton lives on
>>
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Switching things up a bit: anyone here try their hand at sound design? Has anyone ever tried making their own sound effects/audio cues with DAWs (Digital Audio Workstations)? I haven't done too much of that and think it would be an interesting thing to learn, since a good sound design feels about where a third of a game's polish comes from. Anyone have stories/soundtracks to share? I'm always up for a listen, or swapping advice.

While I've had many ideas I've tried to make a game, I have slowly realized that about all my talents are in the sound/music department, since I have been using music-making programs for 7+ years and have played/studied music since childhood.

I did just finish up a soundtrack last fall to a as-yet-unreleased horror pinball game, using programs that emulated the Sega Genesis soundchip (making Genesis chiptunes is one of my hobbies):

sample track:
https://soundcloud.com/ec2151/demons-tilt-ost-dealing-with-the-devil-ym2612-sn76489a

full playlist:
https://soundcloud.com/ec2151/sets/demons-tilt-sample-fm

Playing the previews, it looked like it was really coming along: lots of nice gothic artwork and a few nice features to keep the pinball entertaining - if I get permission I'll probably try to share some screens here.

I also did another soundtrack (with sound effects) for a game that was ultimately abandoned back in 2013-14, as well as some contributions to arrangement albums like the Metroid Harmony of the Hunter 101% Album. Sorry if it sounds like I'm shilling.

If anyone is far enough along in development to start thinking sound/music, send a message on my soundcloud. I'd love to try my hand in an action game, adventure/vn, or just about anything.

I write all types:
jazz:
https://soundcloud.com/ec2151/enigma-of-the-shark-a-glass-before-we-go-intermission
synth-rock:
https://soundcloud.com/ec2151/battle-against-an-underhanded-foe
lovey-dovey piano music:
https://soundcloud.com/ec2151/love-in-the-deep-project-sea
>>
>>167084790
Watch the second episode of Youjo Senki, you don't have to watch the first.
>>
>>167084790
Some sort of abstract or "trippy" entity would be the best bet.
If god is some sort of force of nature, do something that looks like a nebula or a fractual.
If your god is a ancient machine or alien race, some sort of industrial looking gigastructure in space.
If your god is some sort of extra dimensional or spiritual entity that humans can't conceive properly, do the old face that forms out of some sort of abstract same or object.
>>
>>167085114
But what about the porn and doujins of him? This is important.
>>
>>167084367
>tomboy
>heal-slut

pick one. A healslut needs to be submissive and quiet so nobody notices when the tank starts fondling him in the middle of the raid.
>>
>>167085290
>First few minutes: Some boring as shit guy monologuing about how edgy he is in an office.
>Skip ahead randomly: A shrill voiced loli is spotting for artillery while hoving in the air and some enemy soldiers who are flying on skis are mad that their superiors set them up.

ANIME.
>>
>>167085478
it won't matter if you don't make game
>>
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>>167085739
>>
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i added drones who deliver packages for the player
>>
>>167078552
I like it. Point 'n' click adventure?
>>
>>167085739
The anime is dumb but the scene where he talks with God was pretty well-directed, especially when you realize that the original novel had the generic bearded man.
>>
>>167085837
Hype.
>>
>>167080852
Have you made other types of games? You could start with something small like a game jam, so you can see how it goes- either by yourself or with an artist. I've seen devs hiring artists have trouble with them flaking. I think it's because they pay them less than minimum wage across the board, but that's beside the point. You'll have more control over your game if you're able to do at least some of the art.

On the other hand, art is one of the most important determining factors of whether someone will pick up your VN in the first place. They won't give your writing or coding a chance if they don't think the screenshots LOOK interesting.

It could take several years to be able to do art well. You could take an alternative route by making a naive or minimalist art style appealing, if it fits the theme of your game. Another route is stock art. Aviary Attorney comes to mind. I think that's mostly stock art but still looks original.
>>
>>167085837
This just made me think of a nifty mechanic, so thank you.
And it looks pretty good. Is evading as slippery as it looks though?
>>
>>167084790
The entire scene pulses in the palette as God speaks.
God only speaks in text, its voiced as bass lines and some sort of rumbling noise(think: Zelda OoT NPC noises, or Okami, or the thing you try to free in SOTC).

Also give him no "form". Its like a cloud of contrast somewhere on screen. Or a gigantic shade of something more abstract, yet animated
>>
>>167085175

Why?
>>
>>167085718
The tom boy and heal slut are siblings. No fondling. He will just be timid af and cuter than his sister
>>
>>167085975
thanks
>>167086128
i hope not. this level is from when i used a smaller level size and the screen shake settings are bad so maybe they are making it look worse than it is. if you want to try it out though the demo day 12 demo is at https://nurikabe.itch.io/sssj12
>>
>>167086392
I'll try playing it in like an hour. As long as the potato I'm on can play it that is.
>>
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>>167086536
Thanks. I'll be asleep by then but I will leave this thread open and check it in the morning.
>>
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>>167085290
>>167085893
You should've just said he talks through other people, not that original and big of a deal, and I wouldn't have wasted my time looking at how they butchered the art. I'll take Zeus-look a like any day if it means keeping the glasses and sharp look on MC.
>>
someone post the engine comparison meme, the funny one
>>
>>167086329
because god isn't real
>>
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Progress:
>can block in all directions
>added jump animation
>improved some tiles and made new ones
>>
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>>167078552
uh oh, looks like theres another glasses-wearing forward-pointing-sideburns girl in town

i wouldnt worry too much about the sprite since you just show details in a portrait or something and then the sprite just has to get the general idea across
>>
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>>167086917
I hope it's funny enough for you.
>>
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Improved the bombs a bit. Version with sound: https://webmshare.com/play/q7GW3
>>
>>167087532
>bombs don't kill you

casual garbage
>>
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STOP BEING A NODEV
IT'S BEEN FUCKING YEARS
WHERE IS YOUR GAME
>>
>>167084790
Look up The Strange Man from Red Dead Redemption if you actually want to leave your players wondering if they met God without shoving it down their throat like most people here recommend. Learn some subtlety guys, jeez, less is more and all that.
>>
>>167087484
thanks a bunch
but i was looking for the autistic kid pic thing
>>
>>167087283
damnit anon your game looks too good and you make progress too fast
>>
>>167084790
>I want my players to feel like they met God
>What's a good method?
Have them meet god earlier, give them no good reason to think the character is god, just a normal character for the world except a little mysterious/quirky/whatever.
Reveal information later that requires them to reevaluate that character as having been god.
>>
>tfw implement basic animations and it breaks everything with collision

Fucking computer math
>>
>>167087598
I've obviously got the anti bomb heart equipped.
>>
>>167071165
i'm trying to be. don't get your hopes up but i am working on this again.
>>
>love2d
>lua
really? REALLY?
>>
>>167075216
this is the most authentic looking 8 bit style game here. the color pallete and object design look exactly like mid nes
>>
>>167089178
The environement is on point but I don't know I kinda get a weird feeling with the main character.
>>
>>167090501
What do you mean?
>>
>>167090863
I don't know, something about the character feels out of place. Maybe it's like >>167075401 said.
Or maybe it's just because it's blue on blue.
>>
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>blender freezes
>>
>>167091043
>freezer blends
>>
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>>167091043
>>blender
>>
Could anyone recommend some public domain piano music/composers that would suit a comfy game?

The ones I'm familiar with are either depressing or fast
>>
>>167088349
fucking googum
why are you so good at everything
>>
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>tfw you perfectly nerf a stage
>>
>>167091214
>The ones I'm familiar with are either depressing or fast
Just slow down the MIDI or invert entirely the piece, which shifts the chords around.
>>
>>167091002
MC is blue because the mecha is blue. I think the kind of chibi look fits because the mecha are really small. Maybe they look out of place because they are so small? I kinda wanted to go with more cute style than usual gritty look.

>>167075401
What do you suggest? Having the "solid" ground drawn over everything else so that the gun would go "inside" of wall instead of showing in front of it or should I try to mess with the deactivated pose?
>>
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Post ur game idea so I can steal it
>>
>>167091349
>tfw you put on blue contact lenses and think nobody can tell your eyes are actually the color of feces
>>
>>167091438
One of those open world multiplayer crafting games, but get this, it works properly.
>>
>>167091362
>Maybe they look out of place because they are so small?
That might be it.

>>167091438
it's a 3D platformer but the aesthetic is super minimal because I suck
>>
>>167091438
sfw hentai fighter
>>
>>167091438
world of warcraft 2: star wars
>>
>>167091679
REMOVE THIS
>>
>>167091438
two mouse
>>
>>167086689
I played it (with keyboard) and struggled slightly with the controls. Pressing a button makes you move just a little too quick for my taste, making weaving inbetween narrow shots impossible, or very hard at least. Maybe it's me not being good at the game or not accustomed to it, so be sure to take other's opinions on this into account.

You designed the (first) enemies to shoot in small bursts of three though, so that accounts for this quick movement, which makes it a lot more bearable. I did struggle when two shooters shot, because weaving through bullets is hard with the high speed. Paired with the large vertical hurtbox of the player (I experienced it as a large vertical hurtbox at least) and getting hit felt, in this instance with two shooters shooting, like an inevitability.

Also: there was the part where there spawned in only straight shooters. I played the game twice (and did a lot better the second time, though my point about speed+hurtbox still stands) and got hit both times by the straight shooter spawning in on the most bottom floor as it spawned in, because the spawning of the other straight shooters led me there. This hit felt inevitable.

It has potential, but I wouldn't play it as is. Partly because I'm scared to get hit with the speed+hurtbox, making me try to cheese the enemies from a low angle instead of facing them head on like I'd want to.
>>
>>167091214
Go to Jukedeck and generate some. It's what I'm doing.
>>
>>167091954
Shit I forgot about jukedeck

It can take many attempts but it actually makes acceptable music
>>
>>167092170
UNPOST THIS!!!!
>>
>>167091165
What is this picture from. I keep seeing it
>>
>>167091043
>>167091165
Seconding >>167092351, keep seeing the character around.
>>
>>167088349
not a gogem post.
>>
>>167093351
no, THAT's not a gogem post.
>>
>>167093461
>>167093351
I'm the gogem
>>
>>167093557
no, I'm the gogem
>>
>>167091225
im good at everything because i have practice in doing everything... foreshadowing is a basic mechanic of storytelling you should be using all the time
>>
>>167093591
>>167093557
>>167093461
>>167093351
We're all gogem on this blessed day
>>
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Why does my UV unwrapping keep warping? I've tried triangulating, selecting by faces>4.
>>
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what went right?
>>
>>167093786
A-N-I-M-E
>>
>>167093786
graphics and waifus.

I think the pricing is too high for game with that little content.
>>
>have always thought Source games looked sub-par
>titanfall 2 comes out
>mfw I find out the first and second one is powered by Source 2
>mfw still doesn't justify it
>>
if you impersonate gogem you have to type lower case otherwise you're just embarrassing yourself.
>>
>>167093786
>Comfy
>Cute anime girls
>Good art
>>
>>167093786
>over a million dollars in less than a year
Why aren't you making a game with waifus?
>>
>>167093957
I need to get better at art first
>>
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>>167092351
>>167092913
I'll tell you when you learn how to use a search engine
>>
>>167093786
With that much money in Venezuela they don't have to work another day in their lives.
>>
>>167093738
bad seams most likely, for a model like yours just do Smart Unwrap and save yourself some trouble
>>
>>167093957
You counting in the fact that Vallhalla devs started posting here around 2013?
>>
>>167093738
also it looks like you might have loose vertices, use Remove Doubles
>>
>>167093957
I don't want to make a game I wouldn't play
>>
>>167093786
>Action
I know they're doing a play on Tactical Espionage action but this is silly.
>>
Fuck i have an idea
now what should i do? sell it ?
>>
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>>
>>167093874
What?
>>
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>>167094812
When is bokuXNaggy cat going to get porn bokudev?
>>
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>>167094971
I'm still waiting for a finished version of this.
>>
>>167060078
nice
>>
>>167092351
>>167092913
Found the sauce
Kyonyuu Daimaou no Dosukebe Quest ~Kanzen Haiboku Shita Shounen Yuusha-kun UC~
>>167094157
I also incidentally found out you like brown futas with huge penises
>>
>>167092351
>>167092913
https://vndb.org/v18722
>>
>>167095316
>I also incidentally found out you like brown futas with huge penises
So he has great taste just like me?
>>
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>>167095316
>I also incidentally found out you like brown futas with huge penises
worst grill though, the competition's tough
>>
>>167069078
That robot with the mohawk is from an adult swim show you ninny. He's copyrighted.
>>
>>167095498
>>167095438
Well to each their own I guess
https://repo.e-hentai.org/bounty/5f/5f93fc2eceaad7c517946bd05c727049ba3ec64c-1934614.jpg-thumb.jpg
>>
>>167095316
Who doesn't like futa with huge cocks?

https://exhentai.org/g/828593/09ff0afec1/
>>
>>167095046
Her parents died LITERALLY a few days ago, give her some BREAK, man!
>>
>>167095665
Radiohead is a different beast. He would be better if he wasn't so obsessed with scat and hair. He draws huge nice dicks and balls though.
>>
>>167095746
I like my futas with average sized cocks
>>
>>167063402
>putting niggers in your game
All of my why? We don't even want them in real life
>>
>>167095316
>>167095376
Thank you both, kind anons
>>
>>167095825
Get out, fag.

https://exhentai.org/g/1004570/989b91267b/
>>
>>167095902
If having good taste makes one a fag you must be the straightest person alive
>>
>>167063402
i like this more than your waifubaits to be honest
>>
>>167095794
Sorry about that, I didn't know that.
>>
>>167095956
You mean having shit taste.
>>
>>167096036
I meant exactly what I said
>>
>>167094812
Please get someone who speaks english to look over your texts, this is literally google translate tier
>>
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So is it possible to repeat only part of a texture UV? I see the UV repeat settings but I just want to repeat the tree texture on the top right across that entire selected series of planes without manually unwrapping and adjusting. Surely it shouldn't be this time consuming...
>>
>>167096158
His character prose is pretty autistic but the english is fine. You salty.
>>
OP mem pic aside, why is it that the /v/ dev threads generally have a better community and less shitposting/hate than us?
>>
>>167096365
most 4chan sub groups tend to break down into shitposting and memes because its hard to talk about one thing in a group 24/7. Thats why most discords suck.
>>
>>167096365
generals are cancer and it's not a matter of board
see for instance the guitar general or the metal general at /mu/
>>
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Ok thanks, I managed to get rid of the warped lines on the unwrap. Now, I can't seem to paint in cycles render. I added a texture and material, saved the image. Trying to run a blue color on the UV screen but nothing is showing up.
>>
>>167096431
i heard that the dev, music, and art channels are fine in the discord though, and only the autism channel is bad? i havent joined discord though so maybe im uninformed.

>>167096439
what's wrong with them? i dont visit /mu/ because its generally shit
>>
>>167096550
They are fine if you don't mind how circlejerky they are
>>
>>167096550
post ironic memery and other blatant shitposting
occasionally some good stuff is posted
>>
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>>167095985
>>167095835
BLEACHED
Nah, I'm just testing out the new separated textures for skin tones, clothes, hair, etc. NowI can easily swap palettes.
>>
>>167094812
if it's raining the player doesn't need to be told they're wet and cold (and since it doesn't look like it is they're probably not)
it also doesn't actually explain how the blocks work, if that's what it's even supposed to be doing
"poof blocks" is also a shitty name but w/e
also if it didn't cross his mind to leave a trail for the next guy, he'd be apologetic or rude, not both
if it did, and he didn't do it anyway because he doesn't care, he didn't "forget"

forgetful:

> Oh, you want an umbrella? I'd have brought you one, but I forgot these blocks fall when you walk over them so there's no way back. A little rain won't stop you though, right?

oblivious:

> Gee, this rain sucks, doesn't it? Good thing I found this umbrella or I'd be soaked through! Those Poof Blocks are tricky - they kept falling down behind behind me! I almost got trapped on the other side, but it was worth it to stay dry.

mean:

> Those round blocks up ahead are Poof Blocks. They fall down when you walk on them. See that box of umbrellas over there? You could get one, but there's no bridge there now because I stepped on all the blocks. So... don't do that.
>>
>apply job
>it goes well
>gives me a task
>work my ass off for a week, I believe I did a good job.
>sent it
>no reply
>not even "we received your submission"
I hate my life
>>
>>167096765
Pretty cute, actually
>>
>>167095794
How'd that happen?
>>
>>167096365
There is no "community". There are polite nods between devs and general discourse with the public. "Community" is a toxic idea and devolves into whichever shitters who spend the most time at the keyboard get the biggest heads and the loudest mouths and make the least progress. There are nodevs in chat who act like royalty because they've been around so long they think everyone knows and like them and the mods protect their boypussies. Safe spaces cause maximum delusion.
>>
How do YOU guys plan out your levels?
Can you show me how you do it?
Anything worked out properly?
>>
>>167097004
Her dad was a pilot, they were flying a light plane and crashed into a lake
>>
rate my jam idea
>running away from unknown creatures
>you are trapped in an old house
>creatures feast on your nightmares and become stronger each night
>you can only survive if you keep having comfy dreams
the gameplay is based on gathering items you can find around the house to repair/activate/upgrade things that make you feel safe and comfortable enough to keep having good dreams(a fireplace,a blanket,etc)
>>
>>167097374
sooooo don't starve?
>>
>>167097350
>implying anyone here gets far enough in their games to make a level
>>
>>167096494
What...every guide I'm seeing seems to paint on the 3d view fine just by going into texture paint, saving the image.
>>
>>167097374
convoluted/10
>>
>>167097374
> jam idea
like, for comfy jam or
>>
>>167097350
By not having "levels"
>>
>>167097616
what do you have then?
>>
>>167096272
pls respond
>>
>>167097698
a game
>>
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----[ Recap ]----
Game: Project TUSSLE
Dev: digiholic
Tools: Unity, Python
Web: http://projecttussle.com
Progress:
+ Added an input buffer to smooth out inputs near the end of certain actions
+ Got a 3D version of the stage for perspective camera (not pictured)
- Found out how aggressively limited Unity's input system is and am spending huge amounts of time rewriting it.
>>
I shouldn't have picked optional games programming course, getting massive seizures from being forced to enginedev. How can you fucking endure this shit - you are insane.
>>
>>167097819
post your game
>>
File: cool af.gif (753KB, 611x484px) Image search: [Google]
cool af.gif
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i made some fireworks for the end stage but then i was like "hm maybe is should use it as a death explosion" and it looks fantastically overkill.
>>
mixels
>>
rixels
>>
>>167097350
I just make them procedural because I can't do good level design.
>>
huixels
>>
>>167098190
>>167098214
:-)
>>
>>167097475
>sooooo don't starve?
>no health/hunger/fear meter
>no crafting system
>gathering system would be more like an old point and click adventures with "examine","push","pull"
so NO,NOT like Dont Starve anon

>>167097504
>convoluted/10
man i am trying to make it simpler and with smaller scope but thats hard,any suggestion?

>>167097564
comfy jam
>>
>>167098348
sounds horrendously uncomfy
>>
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>>167098318
>>
>>167098135
looks dope son
>>
>>167080445
>I agree lazyness is not a genetic thing
scientists don't

fuck off normie
>>
File: ShiinaMayuri.png (134KB, 360x435px) Image search: [Google]
ShiinaMayuri.png
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>>167098453
What is she saying? Is that Tuturu~ in russian?
>>
File: poop.jpg (96KB, 1374x772px) Image search: [Google]
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----[ Recap ]----
Game: Scavenge
Dev: TastyBacon
Tools: Unity, Playmaker, Blender
Web: Not yet
Progress:
+ Tested some movement stuff
- Literally nothing else because I'm doing another project
- Been stressin' about a qt
- Character runs twice as fast when moving diagonally because it adds the vectors. Gotta change movement to a "move towards this vector" command, instead of "MOVE THIS MUCH VECTORS"
>>
>>167096765
Wrists look like they're cut. You should make the sweat bands longer
>>
Are there any shortcuts for creating 8 directional animations for sprites?

I want to make a practice isometric game with 8 directional movement and combat.
>>
>>167097374
>>167098348

I like it. However as the world's greatest ideaguy, I must ask exactly what you're planning on making the primary objective then.

You say the only way to keep having comfy dreams. Is it linear story where you just have comfy dreams every night, or is it a survival games where things get better or worse based on your dreams?

Suggestion; Make comfy dreams triggered by finding comfy things in the real world. Maybe you find a portrait of a cowboy and when you sleep you have a comfy dream riding across the plains. So you have to find real world objects in the spooky house that give you good dreams.
>>
>>167096272
yes if you make your own shader and modulo clamp the texture coordinates

if you don't know how to do that just make separate textures for the things you want to repeat
>>
File: kenobi.jpg (45KB, 240x240px) Image search: [Google]
kenobi.jpg
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>>167098645
She is asking whether you are "tutturu" which can be interpreted as "fucked in the head".
>>
>Take forever to make 3D models
>Always zoom in to the smalles fucking nanometer to make sure lines line up
>Hate looking at ortho and seeing lines even a 1/4mm out of place
God fucking kill me im too autistic for this.
>>
>>167096765
the black guy looks like he has his pants down

whitey looks genuinely deformed

that mesh can't be white
>>
>>167098718
In what art style?
Basically you have to draw everything unless it's 3d rendered.
>>
>>167098895
Thanks
>>
>>167098718
Well you'll only need 5 unique direction, and then mirror them for the other side. Up, Right, Down, UpRight, and DownRight.
That can still be a lot of sprites. You could make stuff in 3D, give it a rough animation, and then export frames for each direction. Then clean it up in a 2D program.
>>
File: 65635129067.jpg (32KB, 225x225px) Image search: [Google]
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>programming in UE4
>hit build
>virtual memory range for PCH exceeded; please recompile with a command line option of '-Zm107' or greater

Enough of this shit, where the fuck do I set this? Properties->NMake->Build command line doesn't seem to work (I put in -zm107 and higher, no dice), and all the documentation I find by googling refers to settings that just aren't there (e.g. solution properties does not have all the shit shown in https://msdn.microsoft.com/en-us/library/669zx6zc.aspx).

Where the fuck am I supposed to add -zm or /zm?
>>
>>167096834
Thats his character hes suppose to be a rude asshole to boku but inherently not realize hes giving clues to boku about how to solve puzzles within the levels.
>>
>>167099069
hmm, I'm not sure
>>
>>167098863
I would totally do the latter like I did in Unity but GM:S doesn't allow for multiple textures per model. Now, I could have seperate models with their own texture for every texture but I don't know if that would drastically impact draw times and memory consumption.
>>
>>167099113
> it's stylistically designed to be that way
gl then
>>
>>167099159
extra draws always are going to affect things but if you're not having several hundred more it probably doesn't matter
>>
>>167099069
I have never seen that happen bro
>>
>>167099069
I swear UE4 has only two states
Smooth as butter
Uncomprehensible errors
>>
>>167098135
>sub pixel movement
>>
File: 1478646666531.png (111KB, 655x977px) Image search: [Google]
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>decide to rewrite game completely
>passion and motivation return
>codebase starts getting really complex and messy
>lose motivation, take a break
>decide to rewrite game completely
>>
File: squid.png (137KB, 960x540px) Image search: [Google]
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Blender is fun.
>>
I can into Unity C# and a bit of HLSL
How long would it take me to learn C++ for UE4?
Should I stick to blueprints?
>>
>>167098970
>>167099065
I originally wanted to make all of my models in MagicaVoxel and then export them as isometric PNGs.

Although, the automatic isometric export only exports on PNG sprite from one isometric angle.
I could rotate the voxel model 90 degrees and get four sprites, but that wouldn't give me the in-between sprites, and you can't exactly rotate a model made out of voxels by 45 degrees without getting voxel lose.

So the issue could be fixed, if the MagicaVoxel creator would let users decide the angles that their voxel models would be exported into a PNG from.
>>
>>167099607
Using both is the correct way to use UE4

Stick with blueprints while learning C++
>>
>>167089164
>>love2d
>>lua
There is literally nothing wrong with either of those things.
>>
>>167091043
force tessellation off in your driver
>>
>>167099603
>Blender is fun.
What is your secret ?
Seriously I'm going mad over basic shit because it seems so unintuitive for me.
>>
>>167099843
Just like watch a tutorial
>>
>>167099843
noob to pro
>>
>>167074538
I find it radical, in the good indie way
>>
>1MA
>Using shitty dev art
>Game doesn't depend on art but still kinda looks like shit
>Time spent learning art is time not spent devving, and much more efficient in terms of results

Learn Blender or make the engine really really good in hopes that a tech demo might attract an artist? Time is at a bit of a premium due to my full time job
>>
>>167099912
There are too many of them and I've got no idea where to start.
I think my biggest problem is understanding how to piece everything together to make more complex shapes.
>>
>>167098558
t. Dysfunctional neet with nothing to back his safety delusions up
>>
>>167100319
>full time job
>making an engine
Never gonna make it even without art.
>>
>>167091438
A 2.5D sidescroller beat 'em up, but instead of brawling in the streets, you're a furniture mover moving furniture into house through elaborate paths while things try to fuck you up, so you kick them or hit them with the furniture you're moving while trying to get the damn thing in through the right patio door or window or something, twist it Jerry, no I'M holding while you twist it, just part way, okay, okay, now slide it in
>>
>>167098424
killmenow.jpg

>>167098821
main objective is sleep with full/very high comfyness meter or gameover(meter is filled more and more as you cover the nasty sounds of the creatures/house and feel that your room is safe)
lit fireplace,radio on/gramophone with nice tunes,nice blankets fill the meter a lot but each night is scarier and meter fills less and less so you have to figure out new ways to cover louder and louder noises
>>
>>167099703
t no dev
lua is DUDE GOTTA BE DIFFERENT trash
>>
>>167100331
>I've got no idea where to start.
Just pick some beginner one, google for good ones or just youtube it, I don't think it matters much. You'll know where to go next from there.
>>
>>167098135
stimulating art direction my man
>>
>>167100516
Engine might not be the best term, it's in Unity, but it's got some involved backend stuff that needs to be finished, regardless of art. I already abandoned engiedev status due to time constraints.
>>
File: 2016-12-29_22-20-34.png (106KB, 318x370px) Image search: [Google]
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>Make flow chart for system
>Everything works fine, the logic is there
>Go to code it
>Stop at the first step, I miscalculated something
>Have to start from the beginning
Every time.
>>
>>167100797
DELETE THIS
>>
>>167100684
Isn't WoW developed with it?
>>
>>167100701
Yeah I guess I have no choice, I'm not making much progress alone, but I hate tutorials for some reason.

>>167100797
can't rape the willing
>>
>>167099640
Export it into Blender and render it there?
>>
File: DESU 2.jpg (54KB, 500x387px) Image search: [Google]
DESU 2.jpg
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>>167098895
>>
>>167100893
from where is this pic from?
>>
>>167100684
>lua is DUDE GOTTA BE DIFFERENT trash
Probably one of the stupidest opinions I've read in a gamedev thread. Are you aware of how many modern games make use of lua scripting? Hint: it's a lot.
>>
>>167101170
Try watching tutorials on 1.5x speed, makes it easier to get through, especially if the tutor is slow as fuck and stumbles over himself/
>>
>>167101259
It's a Im@s Cinderella Girls doujin, can't remember the name of the artist but he also does scat.
>>
>>167101239
Wait, I could export .obj or .vox files to Blender, and then render and export them as a .png?
>>
>>167101026
>>167101458
>it's popular therefore it's good
not an argument
>>
File: PMP ONLINE 33.webm (2MB, 800x600px) Image search: [Google]
PMP ONLINE 33.webm
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nothing better to break glass windows than baseballs.

also i did a thing. rate my baseball bat
>>
>>167101508
why the fuck didn't I think about that earlier
you're my lifesaver dude
>>
File: slime03.png (2KB, 317x200px) Image search: [Google]
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----[ Recap ]----
Game: Slimepix
Dev: Marmot
Tools: Unity, GraphicsGale
Web: None
Progress:
+ Multijump
+ Some animation
- removed previous animation
>>
>>167101663
I didn't say it was popular I just know it's used by WoW and is considered a blazing fast language.
>>
>>167101770
Make the shard sprites rotate slightly and it'll look a lot better.
>>
Is it better to

a) start by making clone of a very simple game, then make clone of slightly more complex game and so on, then when sufficiently knowledgeable begin working on actual planned game

or

b) just start working on actual planned game from the beginning and learn as I go
>>
>>167102279
why not both? make something simpler when you hit a wall
>>
>>167101259
Found it.
https://exhentai.org/g/930257/5d83d74243/
>>
Where can I find Monolith's OST?
>>
>>167100458
>Researcher Timothy Lightfoot from the University of North Carolina at Charlotte stated: "Can you be born a couch potato? In exercise physiology, we didn't used to think so, but now I would say most definitely you can."
>>
>>167102279
DEFINITELY the first one
>>
>>167102578
>random quote by one dude with no source whatsoever
>>
>>167102279
Most people have said to take whatever concepts you want for your dream game, distill them down to its UTMOST basic elements, then work on nailing those before moving on to other things.

In the case of mario for example, all you'd need is a moveable block, a flat level with maybe a pit, and jumping mechanics. From there you can learn everything from graphics, physics, level design, etc.

Point is, start small. Chances are you'll have several either scrapped, or finished minor games before you feel confident on making your "dream game".
>>
File: tractor beam v1.0.webm (374KB, 1280x720px) Image search: [Google]
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made a shitty tractor beam
>>
>>167101663
it's popular because it's good

got great syntax, is super fast, super easy to integrate, and has tables of tables within tables
>>
File: worldo.gif (2MB, 521x306px) Image search: [Google]
worldo.gif
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tfw you just fuck your house up

Also if AGDG wants to make some skeletbone-related enemies for this shit game, scribble out some pixels and leave a name and i'll mash it in here somehow
>>
>>167103183
Bretty cool

Needs a volumetic effect
>>
>>167097489
Because 3D paint selection is a bitch.
Its literally awkward to do.
You fucked up and failed to select the faces you want to paint.

You aren't "copying the tutorial" you are trying to copy it, and failing to do exactly as it do.
>>
>>167103265
>she swears like a sailor/liberal

dropped
>>
>>167103269
thanks
i'll do that
>>
>>167103265
>textbox comes crashing down

goaty
>>
>>167103265
Please tell me her attack hitboxes are extended, she's such a tiny character with tiny arms
>>
>>167103265
>[PARTICLES INTENSIFY]

Jesus reduce the count or remove the physics on that shit.
>>
>>167103265
Will you be my bf?
>>
>>167103570
you are not a woman
>>
File: UFO-sightings-571522[1].jpg (42KB, 620x368px) Image search: [Google]
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>>167103183
ufo propulsion has kind of a stringy appearance like pic
>>
File: wor,ldo.gif (3MB, 521x304px) Image search: [Google]
wor,ldo.gif
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>>167103463
Yeah, I highlighted them here; they're still small but enemies get knocked out of contact-range if your timing is good.

Basically don't fucking suck and you'll be COOL

>>167103523 + >>167103570
no
>>
File: canvas.png (236KB, 908x720px) Image search: [Google]
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>>167103803
i wanted to make it look like pictured but i couldn't get the particles to look right and i am going to try again later.
Anyone have advice on making it look like cosmic spaghetti?
>>
>can't switch on a bool

what the fuck?
>>
>>167104158
I'd say just have sine wave shaped particles, as they move it will appear to wave
>>
For mobile development, do you usually code the UI manually with graphics libraries and click events, or do you use whatever the platform provides (for android you use android studio and mess with activities/xml, and for iphone you use xcode and their editor)
>>
>>167104407
that doesn't sound like a game
>>
>>167102279
i did it the second way but wish i had done it the first way
it depends on what you're motivated to do i guess, but first way is probably much less time consuming
>>
>>167104328
My almonds can't handle this much activation
>>
>>167104328
bool isn't an int under the hood
a bool has only 2 states, why do you need to switch? a simple if is always sufficient
>>
File: 1447267854403.png (325KB, 382x417px) Image search: [Google]
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I started tinkering with Unity couple hours ago.
How the hell do I make jumping physics? My character just teleports up in the air and falls down with gravity. I tried making a for loop that gradually decreases the added vertical force, but it seems to churn out the entire loop at the same time for some reason.
>>
>>167104656
start by learning basic logic
>>
>>167102578
Woah a "researcher".
>>
>>167101540
Yes. .obj would probably be easiest. .obj can be used in almost every 3d application created.

You can even look up plug ins for blender to have automatic isometric camera angles, rotate the sprite while rendering, and create sprite sheets with it
>>
>>167104656
>Add Component>>Rigidbody


rb.AddExplosiveForce(Vector3.down)
>>
>>167059335
so I want to do c#, because I need to learn Java next semester. Also 2D pixelshit. Unity is the best option right?

Also is c# more like java or is it just because of all object oriented programming?

Meaning if I can c# or any other object oriented programming will it be easier to learn java because of oop knowledge or because syntax and writing is much the same?
>>
billiards but with anime characters!
>>
>>167104656
http://www.gamasutra.com/blogs/DanielFineberg/20150825/244650/Designing_a_Jump_in_Unity.php

keep doing the tutorials
>>
>>167105017
C# is actually pretty identical to Java in a lot of ways. If you just want to make 2d pixelshit, Gamemaker is gonna be your best bet, but Unity is more versatile if you're into 3D stuff.
>>
>>167104491
You need a menu for a game anon. Settings, single player, multiplayer, etc.
>>
>>167105126
No I tried Gamemaker, but the older versions are very clunky, while Gamemaker 2 is pretty awesome for usability but has literally no documentation. Also learning a whole new language which I will never use again is not that nice.

That´s why I wanted to stick for Programming languages like java (maybe javascript and c++) for the beginning. People on /v/ told me that c# is very similiar to java and so if I can c# I should easily do java.

But my question is what exactly is identical? Just OOP thing or maybe even the syntax etc.
>>
>>167105017
>>167105126

I'm pretty sure you can use java with unity, if you use J#, target the exact mono runtime that unity is using, and code your scripts as a .net assembly/dll
>>
File: rocket-2017-01-31a.webm (954KB, 800x600px) Image search: [Google]
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finished three more levels. the original webm had 4mb so i had to split it
>>
>>167105494
The vast majority of the basic syntax is identical.
Helper functions and such are different, obviously, but it's very surprising how identical they are.
>>
>>167102279
I suggest you start with simple concepts and then combine them together as you go along. Things like
>Game 1: You run around a room, collecting dots and avoiding a monster
>Game 2: Something to do with a physics object
>etc

Don't start working on an RPG with a fully simulated open world and 75 player classes, without knowing how to make a character move.
If you can't see a clear goal for what you're doing - you'll get overwhelmed quickly and burn out. And the simpler a game, the simpler it is to define and set a goal for yourself.
>>
File: VbkHEvY.png (343KB, 489x614px) Image search: [Google]
VbkHEvY.png
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Still going on with my own project. Did a prototype first on Clickteam fusion (i know it's not the best but i used TGF back then and thought would be amusing. also i'm an artist and animator, my coding skills suck) but now moved to unity with a programmer. I know he's a talented dude, but I just hope progress can go fast enough https://www.youtube.com/watch?v=WusNK-_6Fx0
Going forward, it's mostly gonna be tweaking of the combat for now and switching from rooms to rooms
>>
>tfw obsessed with a stupid idea
>>
>>167105017
also unity is not a good choice for 2d pixelshit whatsoever

use libgdx or something
>>
>>167105796
There are no stupid ideas, only poorly executed ideas.
>>
>>167104328
if dumbass
>>
>>167105494
>but has literally no documentation
Umm, you do realize it's the exact same language that GM 1.4 uses, right? Apart from the UI functionality and some new/replaced functions, it's EXACTLY the same.
>>
File: dogkick.webm (2MB, 1004x736px) Image search: [Google]
dogkick.webm
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Killing dogs in games is usually not cool (and I love my dog) so I decided that you can't hurt animals.

So instead of being there idle/static/uninteractive, I decided that the dog/animals will do a cool backflip if you throw objects at them and the objects will be bounced back with great force, which can connect with other objects.
>>
>>167105793
Looks quite nice, especially the environment. If you're doing both the coding and the art, you've chosen a pretty ambitious art style.
>>
File: rocket-2017-01-31b.webm (2MB, 800x600px) Image search: [Google]
rocket-2017-01-31b.webm
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>>167105742
>>
File: 1483981020764.jpg (390KB, 960x1200px) Image search: [Google]
1483981020764.jpg
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>want to get started on my game dev journey
>bookmarked alot of shit for game devs and tutorials
>programming and 3d modeling tutorials too

>tfw lazy as fuck so haven't started after about 3 months of bookmarking shit

someone kill me. i just want to like make game but im a retard who cant get shit straight
>>
>>167105793
nice stand
>>
>>167105989
you play as death?

can you do crazy shit like the wind in the Final Destination movies?
>>
>>167105989
your game is really interesting, have you ever posted a build in here? I'd really like to fuck around in it
>>
File: witch-is-now-anime.webm (411KB, 1080x1080px) Image search: [Google]
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So I'm trying to make my character in a simplified cell shading style, inspired by windwaker. Advantages are that i'll probably be able to make new characters a lot faster than i could with a more detailed style, also the animation won't be as creepy, hopefully.
I guess eventually finishing a game is better than just a pretty main character.
She consist of a bunch cylinders and spheres currently just trying to find good proportions
>>
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>>167105989
the dog should definitely be able to see you
>>
>>167105763
alright thanks!

>>167105843
but why? Well I want it kinda look like a SNES game and with owlboy like assets (not that I can draw like that, but a man can hope).

>>167105886
that could be right, I just remember trying some shit on it and it didn´t worked or made strange errors so I scrapped it and just used Gamemaker 1.8 or something.

>>167105557
I really appreciate, what you suggest, but I didn´t understand anything of it anon.
>>
>>167105989
wow that kid got fucking SLAMMED
>>
>>167106029
Nah i'm a shit coder, deferred that to a programmer friend of mine. That prototype was done on Clickteam fusion which doesn't really require coding skills, only its logic a bit (which I have). I also wanted to shed the image of "artists are incapable of understanding programmers". I learned very basic code back then, but i wanted to be slightly more nitty gritty

For the art it's gonna be a bitch but i'd rather give it my all, it's my third project so it's going fast and I've been doing it for years.
>>
>>167105796
>obsessed with an idea way out of your scope
>>
File: rocket-2017-01-31c.webm (1MB, 800x600px) Image search: [Google]
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>>167105742
third level of the day
>>
File: fandeath.webm (686KB, 764x584px) Image search: [Google]
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>>167106138
You can manipulate a lot of stuff yeah.

>>167106204
It does, it barks if you go near enough, which alerts the human to go to it. Watch the webm again. Might increase the radius though.

>>167106150
Nah, not yet. Needs a lot of polishing and balancing first. After it's done I'll post it so you can test and give me some feedback.
>>
>>167106094
Literally nothing we can do to help.

Stop being lazy, that's your solution.
>>
>>167106172
that's a huge step back in quality
>>
File: Good_0a144d_5380459[1].gif (730KB, 480x480px) Image search: [Google]
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>>167106172
>tfw can't unsee
>>
>finally settle for a decent idea that I can pull off
>blow it out of proportion

FUCK
>>
>>167106543
every time
>>
>>167106415
i'm not sure yet i might figure something out in between
>>167106527
it's basically a sketch, i'll fix it.
>>
>>167106212
>but why

no pixel grid snapping, piss poor sprite animation handling seem to be the big ones, just awful to work with for it
>>
>>167106708
I kinda liked the semi-realistic flat shading you had before, but if it's too much work to add more characters at that detail level I guess it has to go

cel shading is absolute trash btw
>>
File: catherine.png (103KB, 1370x691px) Image search: [Google]
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>>167106172
Here ya go bruv
>>
>>167105793
nice sounds
>>
File: nothing.png (551KB, 881x569px) Image search: [Google]
nothing.png
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>>167106172
>>167106415
>that's a huge step back in quality
it was all for nothing
>>
File: 09.10.18_01-02-2017.png (3MB, 1920x1080px) Image search: [Google]
09.10.18_01-02-2017.png
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Working on the bum fight pit
>>
>>167106793
alright so I should use libgdx ? Which language can I use this even for?
Thing is, I don´t want to learn languages which are engine specific like gamemaker or godot.
>>
>>167107207
the memest poly
>>
>>167107324
libgdx is a java framework, you wanted to learn java right?
>>
>>167107440
yeah exactly!

But I don´t even know how this open source thing functions. So I just download, eclipse and libgdx then link them kinda together and things just work?
>>
File: TinyDixiePreview.webm (2MB, 473x320px) Image search: [Google]
TinyDixiePreview.webm
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Long webm today, so it's tiny.

I love the new combo animation system. I can basically recycle animations all day and it works so easily. Here, I repurposed a single kick animation by tweaking a few keyframes to make it lower and used some clever repurposing and mirroring of other existing animations to add like 3 strikes to my secondary combo branch, as well as an alt finisher to the main branch.

Also really put in some work on the gunfire process; guns now specify four animations: an aim animation, a secondary, a fire animation, and a secondary. Depending on the trigger type, they change which animations play and the play rate, and the whole system is fully automated. To show this, I take the test gun (played by Mayhem League's xCaliber) and switch it from basic "rapid fire" to a charge shot, and then back to rapid fire with an almost doubled fire rate.

The ability to specify anims on a per-gun basis means, for instance, I can use the existing "rifle aim" pose for a shotgun, and just change the fire animation to a longer one with a little pump-action at the end. It also means that the "gun style" is now decoupled from the melee class; I can have one machine gun which uses the animations of a one-handed sword, and another longer one that uses the animations for a polearm.

Also, datafying so much of the weapon system is going to make it easy to shit out a table of hundreds and hundreds of weapons with slightly tweaked or mix-matched properties to make the drop system more interesting
>>
>>167107632
Literally three seconds searching online
http://www.gamefromscratch.com/post/2014/06/26/LibGDX-project-setup-using-the-Gradle-application.aspx
>>
>>167107207
That logo font could use some work. Its tough to make out what it says at a glance.
>>
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>>167106903
I don't really like that model to be honest, I like my old model more than that. I just can't animate her well enough.
>>167107064
I'll figure something out. Damn it!
>>
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>>167107764
Yeh its out of date, we did notice that problem, we have an improved one now, our screen shot tool just hasn't been updated in a while so its got the old logo in it, doesn't disable the prototype hud or disable some odd effects like it should.
>>
>>167107747
Really digging those rock fist things
>>
>>167107762
Alright thanks anon! I will save both of this shit, so I can finally start next week!
>>
>>167108034
Start now fgt

download whatever you can so you'll have one less reason to not do it next week when you actually sit down and get started
>>
>>167107910
is lewd factor important? if it is, I vote for that image's style instead of the cel-shaded

what is the game even, how does it work, if you don't mind us asking?
>>
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any beedfack before I start animooting this guy
besides the fact I still have to draw his forearms, loins & upper legs
>>
Sam Hyde reviewed my game ;_;
https://youtu.be/FaQaQR4LNe8?t=5m41s
>>
>>167108159
no need to learn have finals this week, then I can start. school > hoobies anon.


But I must admit anon that this programm don´t look much appealing for me. I need stupid level editors and shit like in Gamemaker, unity etc. And not just Code.
>>
>>167108274
>winged axe knight
>doesn't have wings
>weapon doesn't look like an axe
>>
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>>167066945
>>167106094
>>
>>167107747
Teach me how to make a good combo system, sempai
>>
>>167103183
Make it pull towards the center of the beam
>>
>>167108398
if you have finals that's cool

if you want to do more than "just code" I would suggest looking into unity/ue4/gamemaker, libgdx/java is going to be like 99% coding
>>
>>167108174
You are playing a witch solving small mysteries using alchemy and sorcery, also living your life as a witch.
>>
>>167107747
Please make it so when you go into bullet time and shoot the gun all the bullets stay suspended in air and then all fly out at once when you go back to normal time.
>>
>>167108337
Lol

Didn't Sam say he was going to develop a game?
>>
>>167108398
can always use tiled
>>
>>167108741
I like cel-shaded a lot more than the realistic.
>>
>>167108660
so in the end it will be unity. I just hope it won´t be that ugly for 2d pixel games as they said.
>>
>>167108741
like, what, story based adventure game where you talk to people like a telltale game? if so, then I change my vote to that cel-shaded style cause if that's the case, I'm guessing you'll need to make lots of characters

if it's adult-themed, I'd say I wish it was with that realistic style, but you'd need to commit to animating the face for all the talking and stuff which is a lot of work
>>
>>167108453
okay its more of a bident? but he'll both swing it and thrust with it
>>
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Is leveling streaming and smaller assets enough to make a game run okay on shittier computers in Unreal Engine 4? Like I've learnt how to do all this stuff in UE4, but I realised my game is probably gonna run like crap on lower tier computers because it's an open world a bit smaller than a hold in Skyrim. Should I just give it up in UE4 and move everything into Unity instead? Or is there a better way to optimise open world games in UE4? Should I just start removing some of the mechanics I plan to implement (that I already know how to do)?
>>
>>167109094
best description of what you have would probably be a two headed glaive
>>
>>167108793
Scammed MLP fags into giving him kickstarter money to make a pony game then laughed in their faces and then kickstarter banned him.
>>
>>167108978
I don't

>>167109250
your biggest bottleneck is likely to be graphics, so turn off every advanced shader effect you can, use the simplest possible shaders and reduce the polycount, make use of as few materials in the scene as possible
>>
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>>167108982
the ugliness won't be your greatest concern if you're still learning all of this

it comes from the fact that sprites tend not to be aligned in the pixel grid, and would get blurry if you don't change the settings properly. that is, if you're using pixel art style graphics.

but if it's high-res 2d like pic related, then that's not going to matter


>>167109094
you could just say double-axe
>>
>>167109250
UE4 has scalability settings for low end comps. Just make sure it runs at a good framerate on max settings on your computer and it should be fine.

I aim for 120fps at 1080p on a gtx 970.
>>
>>167109558
oh and use baked lights instead of dynamic ones, and avoid too many, too high res dynamic shadows too
>>
>>167109250
With level of detail techniques you can do big worlds without issue. That's a really basic game dev 101 concept that if you're not already implementing you need to start thinking about. Also occlusion methods. You shouldn't be rendering objects on the other side of a mountain that you can't see, you shouldn't have AI units conscious anytime they aren't near the player, things like that.
>>
>>167109250
>Should I just start removing some of the mechanics I plan to implement
Are your mechanics actually draining performance? I doubt it.

Obviously it depends on what you consider 'lower tier', UE4 isn't nearly as demanding as bad indie games would have you think, but you have to draw a line somewhere.
There are all sorts of optimisations you can do, what >>167109558 said, Hierarchical LoDs are something you might not be aware of that could help, profiling
>>
>>167105742
VVVVVV: jetpack edition
>>
>>167109389
Hrmm but if you look at a Coresque or Winged Spear, its pretty clear the flaired ends constitute "winged" something or another. Winged Spetum maybe?
>>
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>tfw want to make a comfy voxel game
>can't code
>can't model
>can't animate
>can't do anything

how do i stop being so useless guys
>>
>>167108786
I did that in Mayhem League, actually, and will probably do it here too. If you get Bullet Time WHILE you have Witch Time, it does like a "double slo-mo" thing with midair suspended bullets.
>>
>>167109897
winged has a big blade and two smaller ones protuding from the side

I don't know of a real term for a weapon that has two parallel blades, since its impractical as fuck
>>
>>167109579
Well İ wanted to have looks like old snes games (megaman e.g) mixed with owlboy pixelart.

But well at first there will be only gameplay art comes at last
>>
>>167110038
You stop bitching and start learning.
Everyone needs to start somewhere.
We have shitloads of resources in the op.
>>
>>167110038
1. stop posting memes
>>
>>167108547
In UE4 I can.
>>
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>>167108978
>>167109558
Different opinions are fine too, nice to hear that someone actually likes cell shaded stuff.

>>167109054
You'll be moving around in third person and yeah probably quite a bit of talking, but also exploring the environment like flying around on your broomthough i'll keep stuff limited for a first prototype version, i don't want to run into feature creep.

Another advantage of a more simplified style would be that i can quickly shit out lowpoly assets.
>>
>>167110038
>can't do anything
>wants to do something
boohoo, sucks for you
>>
>>167066945
>>167106094
>>167110038
I wish we could autoban posts like this.
>>
>>167110058
wouldn't the parallel blades give you the versatility to pierce someone with a non-twisting wound for a firmer grip, the ability to fork an object like someones head in place or pick up something wedged inside the dull gap, or slash with the cutting edges to decapitate?
>>
>>167110465
I've got over 1,500 frog/wojakposts md5s filtered, but it's never enough
>>
>>167110471
that sounds great for a splatter movie, and useless for actual combat
>>
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>write a block of code
>spend the next three hours trying to figure out why it isn't working

is this how it's going to be forever
>>
>>167110465
>I wish 4chan was normies only

time to leave
>>
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Combat animations for this guy are basically done. Next up: Improve AI to the point where in-fighting and factions actually work properly.

Also new player animations would be nice.
>>
>>167110815
>is this how it's going to be forever

No

with time you will come to learn what sort of stupidity you are uniquely prone to engaging in, and when bugs come up you will go "oh, I must have forgotten X" and fix it quickly.
>>
>>167110815
yes
you'll get used to it and when someting works first try you'll go: "oh! what a spook"
>>
>>167110907
>>167110961
both of these
first the latter, then the former
>>
>>167110882
>PBR with realistic lighting
>postprocessing like crazy
>Grey tile default texture on the shield still has normal mapping
>the world's simplest UI bars
>dem PrintString functions
This is the most UE4-in-progress thing I've ever seen.


Those attack animations lack follow-through in a really obvious way, by the way. They look like they're being interrupted and it's super-glaring.

Your models look nice, though, and the mechanics seem to be well implemented, so kudos
>>
>>167110873
>look at me im a literal retarded baby and it's cool because it's part of the culture silly normies
I despise you r9k nodevs so so much. Get out.
>>
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I'm working on a spiritual sequel to SIT and RRPS. You use the eye mechanic to cheat at majhong while your opponents aren't looking
>>
>>167106903
damn i didn't think atlus would use such dense models in their games
>>
>>167107910
fyi I can fap to this, make her bend over
>>
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>>167111147
>>
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Discord devs don't even dev they just bonk all day
>>
>>167111229
>I-I was only pretending to be retarded!
>>
>>167111301
what the fuck is this
>>
>>167109497
He was planning to make an actual game, if I remember correctly. This was after that fiasco
>>
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A first person shooter based on the life of John Brown, starting with pottawatomie and going all the way to harpers ferry, perhaps based on your choices you can continue on to a campaign of a full blown slave revolt

>Be in the battle of Osawatomie
>38 men arranged behind natural fortifications and cover
>Have to hold off a posse of 300 pro-slavery missourians
>>
>>167111301
CUTE PHOTO ALBUM DISCORD THANKS FOR SHARING
>>
>>167111473
just make a doom mod then
>>
>>167111301
>poor bokudev once again bamboozled and indoctrinated by the vile steamchat agenda
wow.. i can't believe this is happening to our precious yesdevs..
>>
>>167111207
They have full facial features including eyes/teeth/facial morph targets.

Catherine models are top tier.
>>
>>167111301
Is weaver a mod and do they have a game?
>>
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>>167111562
thats what they said about chris dorner
>>
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Just shot some footage of the new hard mode in my game. Made testing a bit more fun to as well.
https://youtu.be/2R2M1GfpAKk

Also video editing is not really my thing
>>
>>167111303
Where's your game, cuckle?
>>
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>>167111082
>Those attack animations lack follow-through in a really obvious way, by the way.

Which ones in particular?

>>167110882
Also pic related is the (currently bugged) infighting, which is just a big chaotic mess at the moment.
>>
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>>167112238
>he literally defended shitposting nodevs
>"w-where is your game?" when called out
absolutely pathetic
consider saving the humanity the trouble and finish your genetic line right here, right now
>>
>>167112390
>not answering my question
Hello >>>/n/odev
>>
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Not only can you hurt the enemies, they can hurt you. Took me over an hour to figure out exactly how to bump the player back. Ended up with using a specific overload of the AddForce function that let me specify a force type.

Haven't added iframes after taking damage yet, but I'm still trying to figure out exactly how far I wanna run with this thing.

Taking suggestions for other things to add/focus on next. Enemies? Levels? Mechanics? Weapons?

Lots of shit needs to be tweaked, but I'm still very much in the learning stages here.
>>
>>167111626
What am I looking at here? Someone make a Can't Corner sim or is it a Dorner map made in something else?
>>
>>167112467
>implying anyone sane would bring all the shitposter attention to their game, resulting in them never having peace on /agdg/ ever again
do you not have an imagination?
i should've expected this from people who still think regurgitating wojaks is good humor
>>
>>167110057
>still excessive layers of game mechanics
Well ok.
>>
>>167112362
Damn, awesome stuff
>>
>>167112672
Where is your game, cucklefish?
>>
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anyone else buy game maker 2?
it's pretty nice so far. re-learning a lot of the UI but it seems much more streamlined, for better or worse.
>>
>>167111758
i find your character hard to track visually sometimes, here there is obviously the tradeoff between focusing on what you are shooting and following your character to avoid projectiles. however, when i am tracking the crosshair i expect to be able to keep track of the character with my periferal vision, here sometimes i mess it up and i end up tracking some random projectile from times to times. this might be my shit vision though, but please do some testing with this in mind
>>
>>167112538
>redesigning the gun after yesterday
>>
>>167112598
http://www.newgrounds.com/portal/view/612187
>>
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>>167113250
I didn't.

Two fire modes.

The latter (the nailgun-looking one) isn't implemented yet. Was thinking it'd be more of a close-range damage cone.
>>
>>167113365
>it's literally called chocolate rambo
Fuck. I figured it was just a filename joke. Sorry.
>>
>>167112538
now this is meme game!
>>
>>167113459
oh, that's cool

are there gonna be other gun modes?
>>
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>>167113498
what do you mean, friend?
>>
>>167113635
I was thinking there'd be different weapons, yeah.

Not necessarily all stemming from the same gun.

But if I really reworked it, I could just make it one giant modular weapon that switches modes.
>>
>>167113648
>lowploy
>hovering enemies
>wall walking gimmick
>>
>>167113498
>>167113795
How do you continue breathing oxygen without fear that it's a meme? Faggot.
>>
>>167113795
t. nodev
>>
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>>167113795
Is this a criticism? Or are you just fucking retarded?

Where's your fucking game, faggot?
>>
>>167113795
How the fuck is wall walking a meme?
>>
>>167113795
Even a life-long prosperity is but one cup of sake;
A life of forty-nine years is passed in a meme;
I know not what life is, nor death.
Year in year out-all but a meme.
>>
>>167114136
>>167114173
>>167114224
>>167114308
>>167115016

Looks like the dev got a bit upset, hehe.
>>
What's more important, making better sprite or actual learning slowly how to code? I'd rather work on sprite but then I don't get to know how to code.
>>
>>167115316
ebin false flag xD
>>
>>167071998
I like em.
>>167063402
His hair should be deep black, he looks bald.
>>167073009
>>167072568
well, you see, furries will eat up ANYTHING. As long as it has their favorite animal fursona, and is either a twink or a transvestite dickgirl with an enormous dick.
>>
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how do i make this look good everything i try fails i dont know wha tto do any more
>>
You... HAVE started on your comfjamgame... right?

Surely you aren't wasting time......?
>>
>>167116914
Hush I'm learning category theory.
>>
I just realized the dual mice guy basically predicted the Switch.
>>
>>167116837
? It looks good already.
>>
>>167117148
It looks bland
>>
>>167116837
he has some godd shit
>>
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>>167116837
Go 3d.
>>
>>167116992
Monads are just monoids in the category of endofunctors, what's the problem?
>>
>>167116914
I'm working on my regular game.
>Tfw I never do jams anymore
>>
are sprites 100 x 100 pixels any good size?
>>
>>167117439
None in this regard actually.

Just trying to memorise my laws and such properly.
>>
>>167117647
Morphisms compose.
>>
>>167117478
96x96 is more common due to being a multiplier of 8/16/32
>>
>>167117829
90x90 would be even better for multiples. Powers of two aren't necessary.
>>
>>167103297

Working in Cycles render.

I have the whole image selected.
I saved the UV unwrap.
I made a new material, set it to the image file.
I made a new texture, set it to the image file.
I made an image texture node, set it to the image file.
Every other tool like fill are working when I dump it on the 3d view or UV map, but it's JUST the texDraw brush that doesn't work anywhere.

???
>>
>>167117881
>90
2,3,6,9,5,10,

>96
2,3,4,6,8,12,

do you need 4 or 5?
>>
>>167118093
True. If we're going for multiples then 120x120 would be the best.
>>
Where's the best place to find out the side of game development involving business stuff?

Also if you actually make it, would you stay in your current country or move somewhere the income tax is cheaper like singapore? It's something like 33% in my country, so combine that with steams massive cut and the 5% from Unreal and I'd be getting fuck all money
>>
>>167118647
I'd stay here. I have no desire to be rich.
>>
>>167107747
How many buttons are used for attacking?
I'm guessing one for kicking and one for punching?
>>
>>167104407
>>167105413
Anybody?
>>
I'm not sure if anyone would care if I'd stream my spritan
>>
>>167118647
If you actually make it it's too late to dodge taxes anyway.
Now if you were asking if you'd move to bumfuck Nebraska to stretch out your couple hundred k, maybe.
>>
super dumb newbie question alert
I wanna do online Unity C# tutorials.
What's the best way to study code?
Should I take notes on paper? Should I make notes on the code?
>>
>>167119095
So what would you do beforehand in order to avoid losing a bunch of money?
>>
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At this point I'm getting so much done each day I can barely remember what I've done. More level design, more work on enemies and their AI. One major thing I did was go deep on the combat logic. Now your attack priority and the enemies attack priority are used to determine who will get stunned if you attack into each other. So if you use a more powerful attack (with a higher priority), and the enemy uses a weaker one, then the enemy will get stunned, giving you a chance to hit them.And vice versa.
>>
>>167119000
postan my stream anyway
picarto dot tv / goseb90
>>
>>167119313
Do you know how to program and just need to learn Unity?
>>
>>167119585
n-no...
>>
>>167119729
https://www.udemy.com/unitycourse/
15 bucks for the next 5 hours.
>>
>>167119729
i will never stop shilling catlike coding. seriously, their first tutorial has a "what is a variable" question. good for all levels
>>
>>167117902
Im convinced I pressed a hotkey and turned off alphas or something. The brush was working hours ago but it just won't work anymore.

Anyone know what might cause only the brush to disable? I've been dying over this for hours. I reloaded a brand new file and am testing with the cube.
>>
>>167119729
unity official tutorials
>>
>>167119873
This is a great course for nodevs.
If you have any drive at all you're better off going it alone. It's taught by a guy who comes off as someone who did just that--figured it out on his own then threw together a Udemy course on it.
>>
>>167119914
he is pretty skilled and explains thoroughly
>>
>>167120492
It's taught by a college professor but ok.
>>
>>167119437
Nice. Will the priority system always cancel out the damage of the others attack or will there be times that you legitimately trade depending on timing?
>>
Is it too late to post for the recap?
>>
>>167113151
How is the drag and drop now? From the video they posted it looks similar to UE4 blueprints

I also didn't know you could buy it, I thought it was just for beta testing so far
>>
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Progress:
Polished the chat a little and added a small options menu.
>>
>>167121336
turn on eyecancer
>>
>>167120407
>>167120864
>>167120492
>>167119873
>>167119914
Got it, guys!
>>
>>167106172
Yeah, I'm sorry mate, that one wouldn't even give me a half-chub compared to the more realistic one
>>
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>>167121446
>>
>>167122314
Appropriately named
>>
Is it better to start sprites naked and then add clothes after? The legs and the boots I was trying to work on, sucked dick.
>>
>>167093957
>>over a million dollars in less than a year

The guys who made that game are huehues so that's like 3 million solid in purchasing power.
>>
>>167122454
Exactly
>>
>>167122314
that fucking cursor
it actually looks good
>>
>>167122469
That's how professional drawings are done, so yes
>>
>>167122661
Thanks. I'll probably make an actual sword-looking sword as default cursor later, but sord will be still accesible at the options too.
>>
>>167122904
man i wonder what the original poster of sord is up to now
>>
By nature, grids are constrictive so the more basic a grid's shape is the more it serves its purpose. for example, every shaped grid over squares is going to lose out on the benefits of the strategies of a grid based game.
>>
>>167123024
Wonder if he knows how many agdg games are using his sword as placeholder or easter egg.
>>
Who else /dev in C/?
>>
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>>167123512
GET OUT
>>
Someone make the new thread already.
>>
>>167123627
Why?
>>
>>167123627
this is a powerful image.
>>
>>167123512
my man
https://www.youtube.com/watchv=XHosLhPEN3k

Have you read Quake source? It's awesome
>>
>>167123697
Only absolute dumbasses code in C
>>
>>167059937
Think of it as a part of your dev.

The guy who made his place not shit so you can more effectively do the things you need to do so you can dev.
>>
>>167063402
Why does he's wear the swedish flag as shorts?
Thread posts: 765
Thread images: 166


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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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